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Sorry, meant to respond earlier and forgot. I haven't found another solution.
"Unnamed pass 0" should appear in the unlit shadergraph - BUT only...
Yes. Just use a LWRP unlit master node (note World position node & other similar nodes will not work as expected -since the texture does not have...
Sorry for the late response.
I thought so too, but LWRP/URP works with custom render textures for me.
(Supposed to work with HDRP but presently only runs on LWRP)
(If you need it for...
Might be related to this:https://forum.unity.com/threads/bug-shader-graph-fragment-based-low-poly-normal-regeneration-impossible.758630/
This is definitely a bug.
in HDRP(with Lit master):
in HDRP with PBR:
Unfortunately, I don't know...
So I tried this and it seems to help; the tangents will need to be recalculated as well.[ATTACH]
But using my normal recalculation or the...
Rotate the UVs (https://docs.unity3d.com/Packagesfirstname.lastname@example.org/manual/Rotate-Node.html)
I think the masking should fix that. I don't...
I am assuming this is your workflow?:
Displace vertices, then calculate normals for the displacement, then use shadergraph's normal blend node to...
My apologies; I meant split as in separate images (not create two mesh sprites).
You can! (IF this is what you are looking for)
Hope this helps.
So 8 reads helps, but
seems to have a fade to black bug as well (top-down is great, but fades to black upon viewing nearly tangent to the plane.)
With these settings (default spot texture) on my example
can you see results as below?
I think the normals do work in...
2019.2.0.f1 - LWRP
What version are you on? The errors might be from version issues since the graphs were designed on HDRP 7.1.2 @ 2019.3.0b5.
I can downgrade the...
Hope this helps!
This issue is still there on 2019.3 b6. I can't open my main project as well. Deleting the Library folder temporarily fixed my issue; I was then...
Update: Custom render textures only work with LWRP, not HDRP, unless both packages are installed in the same project and the unlit master node is...
Is there any way to pass information out of shadergraph to a regular shader - or make a custom master node (with the current API in 6.9.1 - afaik...
Thank you rizu. Since nikefootbag's solution did not work in my HDRP-based project, I had incorrectly assumed that HDRP did not yet work with...